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v0.4.2 bug fixes and i3d Mappings

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@nadine-brinkmann nadine-brinkmann released this 02 Jul 20:34

This release adds importing and editing of i3dMappings from vehicle/placeable config XMLs, plus a set of fixes that make re-exported files much closer to the original — material slot names, alpha blending, specular values and node names now survive the round-trip.

New functionality: i3dMappings from config XML

You can now load a vehicle or placeable config XML after importing its .i3d:

  • New "i3dMappings" box in the N-panel with a Load Config XML button. It matches the <i3dMappings> entries to the imported objects, assigns the exporter's XML config properties and auto-fills the Giants exporter's XML Config Files field. But be aware, it fills it from where you imported the XML. So if you import from base game, re-exporting it could change your base game files!
  • An editable Mapping ID field lets you change a mapping directly in the importer panel. This also works around a Giants exporter bug on Blender 5.1 where an id changed in the exporter UI is not written correctly (bug report sent to GIANTS).
  • Mapping ids that find no matching object (e.g. bone/joint targets of skinned meshes) are reported as a warning instead of being dropped silently.

Fixes

  • Material slot names are no longer lost on re-export. They are stored per subset in the .i3d.shapes binary but were never transferred to Blender, so re-exported vehicles broke design/color configurations that look up materials by slot name (e.g. Fendt Vario "Black Beauty", exhaust and grill design configs).
  • Material alphaBlending is preserved on re-export (#33). Texture-based transparent materials (light-glass lenses, windows) previously lost the attribute and looked dull/opaque in-game.
  • Blender .001 suffixes no longer leak into re-exported files (#34). Duplicate node names (e.g. several "decal" nodes under different parents) collided as Blender object names; the appended .001 then survived the export. Names are now disambiguated inside the sort prefix, which the exporter strips completely.
  • specularColor is now imported into the material (Roughness/Metallic/Specular IOR Level), so the Giants exporter reproduces the original values instead of regenerating wrong ones from BSDF defaults — previously nearly every re-exported material got a wrong or added specularColor.
  • Tree splitUvs are split into their individual attributes on import, so tree LOD UVs round-trip instead of defaulting to "0 0 1 1 1".
  • FS22 exporter patch for Blender 5.1: fixed a crash when using Export Selected (the 9.1.0 exporter read Blender's internal memory via ctypes) and fixed the patch files themselves so patch applies them cleanly to the CRLF source.
  • The add-on is now available for all platforms (removed the platform restriction in the extension manifest).